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I don't understand why this is failing on ATestActor2, but working on ATestActor. Additionally, if I change ATestActor to any other name, it fails. I have exposed the classes via the _API. The module is added to the appropriate Dependency list(s). What am I missing?

UPDATE: Several months later, I ran into a similar problem. After some testing in different contexts, the following conclusions are apparent:

Adding SomeNewMethod to a class in IndependentModule and implementing that method in the same header file creates no linker issues. DependentModule can call the method with no problems.

Adding SomeNewMethod to a class in IndependentModule and implementing that method in the appropriate source file creates linker issues. DependentModule cannot call the method. The only fix is to "Rebuild Solution/Project" (or delete Intermediate/Binaries, as detailed in comments), which takes much longer than a normal iterative "Build".

Hence, the follow-up question is why? Is this aberrant behavior, caused by some missed lines/files somewhere? Otherwise, if this is expected behavior when linking updated game modules, I would like to know that, so that I can structure development to minimize lengthy Rebuilds.

I managed to resolve it for the time being, by deleting the Intermediate folder, regenerating project files and compiling.

I had renamed modules/files/classes a few times, and it seems that folders by the old names (i.e. "Independent1, Dependent2, Independent3") were still showing up in the Intermediate folder. I think that's where the .generated.h. files come from, and there must have been duplicates from outdated modules screwing things up. That's my best guess anyways.

I'll leave the answer open for the time being, in case someone from Epic wants to provide a more coherent/knowledgeable answer.